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Death Shroud has a base 10-second recharge upon deactivation. It ends either when the life force pool is completely depleted, or when manually deactivated. A minimum of 10% life force is required to enter Death Shroud.

While in Death Shroud, the necromancer's health is temporarily replaced by their life force pool, and all damage dealt will be inflicted to the life force pool instead of the necromancer's normal health pool. Direct damage done to the life force pool is reduced by 50%, but this damage reduction isn't reflected in the combat log. Additionally, the necromancer naturally loses 3% of its total life force pool every second.

Necromancers cannot be healed while in Death Shroud (except for Unholy Sanctuary and Vampiric Presence). Effects that normally restore health will have no effect on either the life force pool or the necromancer's regular health pool. Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.

While in Death Shroud, upgrades, such as sigils, on the necromancer's currently equipped weapon continue to function. While you cannot swap weapons in Death Shroud, entering Death Shroud will activate sigils that trigger on weapon swap. The weapon strength of the equipped weapon is applied to the Death Shroud skills, including any traits that affect the equipped weapon, such as Spiteful Talisman. Traits and rune bonuses that trigger at health thresholds (such as Superior Rune of the Scholar) rely on the necromancer's regular health pool, rather than their life force pool.

Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.

Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.

Prior to the September 22, 2017 update, unlike other sequenced skills, the Death Shroud-End Death Shroud sequence lacked an aftercast or a recharge on the second skill after switching, making it prone to accidental double activations.

Prior to the July 23, 2013 update Death Shroud would absorb/negate damage that went over its capacity. This made it possible to jump from any height and survive due to mitigation of any overflowing damage to real health, though all secondary effects of skills still applied.

The March 26, 2013 update removed the custom interface and moved the skills to a normal weapon skill bar.

Originally Death Shroud would cause the necromancer to "rewind" back to the point where they activated the shroud, but this was scrapped as too confusing to use. This mechanic was later used for Spectral Walk.

At one point during development, the necromancer would enter Death Shroud when downed.